mame/hlsl/phosphor.fx
Ryan Holtz e028e20476 - "And he did give them CRT bloom, and it scorched their eyes so; and they wept
openly, for there was nothing left to see with" [MooglyGuy]
  * Enabled vector bloom and associated .ini controls
  * Added raster bloom and associated .ini controls, each bloom "level" is the
    linear weight of successively half-sized render targets
  * Removed D3D8 mode
  * Mass renaming in D3D renderer to use namespaces, initial planning step to
    HAL-based renderer implementation on Windows (i.e., GL on Windows)
  * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes
  * Added batching of vectors for possible speed increase
  * Minor cleanup of shader state setting
2013-05-19 16:21:26 +00:00

124 lines
3.0 KiB
HLSL

//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------
uniform float TargetWidth;
uniform float TargetHeight;
uniform float TextureWidth;
uniform float TextureHeight;
uniform float Passthrough;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
float2 InvTexSize = float2(1.0f / TextureWidth, 1.0f / TextureHeight);
Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * InvTexSize;
Output.PrevCoord = Output.TexCoord;
return Output;
}
//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------
uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(Phosphor.r, Phosphor.g, Phosphor.b);
float RedMax = max(CurrPix.r, PrevPix.r);
float GreenMax = max(CurrPix.g, PrevPix.g);
float BlueMax = max(CurrPix.b, PrevPix.b);
return lerp(float4(RedMax, GreenMax, BlueMax, CurrPix.a), CurrPix, Passthrough);
}
//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
Sampler[1] = <PreviousSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}